/Engine/Source/Runtime/Experimental/Chaos/Public/BoneHierarchy.h
A hierarchy of transforms (bones) that tracks the state of transforms within the hierarchy, to do partial updates.
class FBoneHierarchy
FTransform
ActorLocalToWorld
The current top level local-to-world transform.
bool
ActorLocalToWorldDirty
TArray< uint8 >
AnimDirty
Dirty flags for each bone in the hierarchy, plus sub group structures.
TArray< int32 >
BoneIndices
TMap< int32,FA...
BoneToShapeGroup
A mapping from Bone index to implicit shape group.
TMap< int32, in...
BoneToTransformIndex
Mapping from Bone index to our local transform array indices.
TArray<TArray<...
ChildIndices
TArray<TUnique...
ImplicitGroups
Owner of all implicit shape groups.
TArray< FTransf...
LocalSpaceTransforms
Local, component, and world space transforms of each bone in the hierarchy, plus sub group structures.
TArray< int32 >
ParentIndices
Parenting hierarchy for each bone and sub group structure.
TArray< FTransf...
PrevWorldSpaceTransforms
TArray<FAnalyt...
Roots
All implicit groups in the hierarchy that have no parents.
TArray< int32 >
SocketIndices
TArray< int32 >
TempTargetIndices
The working set of indices.
TMap< int32, in...
TransformToBoneIndex
TArray< FTransf...
WorldSpaceTransforms
TArrayComponentSpaceTransforms;.